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Real-time Rendering Texture Mapping I

Learn about real-time rendering and how to apply texture mapping to images. Explore topics such as image rotation, translation, texture sources, procedural textures, intensity modulation, bump mapping, displacement mapping, reflection properties, texture and texel, two-stage mapping, texture parameterization, and more.

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Real-time Rendering Texture Mapping I

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  1. Real-time RenderingTexture Mapping I CSE 781 Prof. Roger Crawfis

  2. What is an image? • How would I rotate an image 45 degrees? • How would I translate it 0.5 pixel?

  3. What is a Texture? • Given the (u,v), want: • F(u,v) ==> a continuous reconstruction • = { R(u,v), G(u,v), B(u,v) } • = { I(u,v) } • = { index(u,v) } • = { alpha(u,v) } • = { normals(u,v) } • = { surface_height(u,v) } • = ...

  4. What is the source of a texture? • Procedural Image • RGB Image • Intensity image • Opacity table

  5. Procedural Texture • Periodic and everything else • Checkerboard • Scale: s= 10 • if ((u * s) % 2 + (v * s)%2) <> 1 • texture(u,v) = 0; // black • else • texture(u,v) = 1; // white

  6. RGB Textures • Places an image on the object Camuto 1998

  7. Intensity Modulation Textures • Multiply the objects color by that of the texture.

  8. Opacity Textures • A binary mask, really redefines the geometry.

  9. Bump Mapping • This modifies the surface normals. • More on this later. Lao 1998

  10. Displacement Mapping • Modifies the surface position in the direction of the surface normal. Lao 1998

  11. Reflection Properties • Kd, Ks • BDRF’s (Bi-Directional Reflectance Function) • Brushed Aluminum • Tweed • Non-isotropic or anisotropic surface micro facets.

  12. Texture and Texel • Each pixel in a texture map is called a Texel • Each Texel is associated with a 2D, (u,v), texture coordinate • The range of u, v is [0.0,1.0]

  13. (u,v) tuple • For any (u,v) in the range of (0-1, 0-1), we can find the corresponding value in the texture using some reconstruction and re-sampling (i.e., interpolation).

  14. Two-Stage Mapping • Model the mapping: (x,y,z) -> (u,v) • Do the mapping

  15. Image space scan For each scanline, y For each pixel, x compute u(x,y) and v(x,y) copy texture(u,v) to image(x,y) • Samples the warped texture at the appropriate image pixels. • inverse mapping

  16. Image space scan • Problems: • Finding the inverse mapping • Use one of the analytical mappings that are invertable. • Bi-linear or triangle inverse mapping • May miss parts of the texture map Texture Image

  17. Texture space scan For each v For each u compute x(u,v) and y(u,v) copy texture(u,v) to image(x,y) • Places each texture sample to the mapped image pixel. • forward mapping

  18. Texture space scan • Problems: • May not fill image • Forward mapping needed Image Texture

  19. Continuous functions F(u,v) • We are given a discrete set of values: • F[i,j] for i=0,…,N, j=0,…,M • Nearest neighbor: • F(u,v) = F[ round(N*u), round(M*v) ] • Linear Interpolation: • i = floor(N*u), j = floor(M*v) • interpolate from F[i,j], F[i+1,j], F[i,j+1], F[i+1,j+1]

  20. How do we get F(u,v)? • Higher-order interpolation • F(u,v) =  ijF[i,j] h(u,v) • h(u,v) is called the reconstruction kernel • Guassian • Sinc function • splines • Like linear interpolation, need to find neighbors. • Usually four to sixteen

  21. Texture Parameterization • Definition: • The process of assigning texture coordinates or a texture mapping to an object. • The mapping can be applied: • Per-pixel • Per-vertex

  22. Texture Parameterization • Mapping to a 3D Plane • Simple Affine transformation • rotate • scale • translate y z x v u

  23. Texture Parameterization • Mapping to a Cylinder • Rotate, translate and scale in the uv-plane • u -> theta • v -> z • x = r cos(theta), y = r sin(theta) v u

  24. Texture Parameterization • Mapping to Sphere • Severe distortion at the poles • Non-invertible • u -> theta • v -> phi • x = r sin(theta) cos(phi) • y = r sin(theta) sin(phi) • z = r cos(theta)

  25. Texture Parameterization • Mapping to a Cube v common seam u

  26. Two-pass Mappings • Map texture to: • Plane • Cylinder • Sphere • Box • Map object to same. v u u-axis

  27. S T (u,v) (xi,yi) (xo,yo,zo) Texture space Intermediate space Object space S and O Mapping • Pre-distort the texture by mapping it onto a simple surface like a plane, cylinder, sphere, or box • Map the result of that onto the surface • Texture  Intermediate is S mapping • Intermediate  Object is O mapping

  28. S Mapping Example • Cylindrical Mapping

  29. O Mapping • A method to relate the surface to the cylinder or or

  30. O Mappings Cont’d • Bier and Sloan defined 4 main ways Reflected ray Object normal Object centroid Intermediate surface normal

  31. Texture Parameterization • Plane/ISN (projector) • Works well for planar objects • Cylinder/ISN (shrink-wrap) • Works well for solids of revolution • Box/ISN • Sphere/Centroid • Box/Centroid Works well for roughly spherical shapes

  32. Texture Parameterization • Plane/ISN

  33. Texture Parameterization • Plane/ISN • Resembles a slide projector • Distortions on surfaces perpendicular to the plane. Watt

  34. Texture Parameterization • Cylinder/ISN • Distortions on horizontal planes • Draw vector from point to cylinder • Vector connects point to cylinder axis Watt

  35. Texture Parameterization • Sphere/ISN • Small distortion everywhere. • Draw vector from sphere center through point on the surface and intersect it with the sphere. Watt

  36. Texture Parameterization • What is this ISN? • Intermediate surface normal. • Needed to handle concave objects properly. • Sudden flip in texture coordinates when the object crosses the axis.

  37. Texture Parameterization • Flip direction of vector such that it points in the same half-space as the outward surface normal.

  38. 3D Paint Systems • Determine a texture parameterization to a blank image. • Usually not continuous • Form a texture map atlas • Mouse on the 3D model and paint the texture image. • Lab2 demo

  39. Texture Atlas • Find patches on the 3D model • Place these (map them) on the texture map image. • Space them apart to avoid neighboring influences.

  40. Texture Atlas • Add the color image (or bump, …) to the texture map. • Each polygon, thus has two sets of coordinates: • x,y,z world • u,v texture

  41. Example 2

  42. 3D Paint • To interactively paint on a model, we need several things: • Real-time rendering. • Translation from the mouse pixel location to the texture location. • Paint brush style depositing on the texture map.

  43. 3D Paint • Problems: • Mip-mapping leads to overlapped regions. • Large spaces in the texture atlas to avoid overlap really wastes texture space. • The texture arrays mitigate this. • A common vertex may need to be repeated with different texture coordinates. • The brush may need to be split into different parts according to the texture atlas. The quality of the texture atlas is important

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